2 @Copyright Looking Glass Studios, Inc.
3 1996,1997,1998,1999,2000 Unpublished Work.
6 // $Header: r:/t2repos/thief2/src/render/rndflash.h,v 1.2 2000/01/31 09:53:14 adurant Exp $
15 // to use the flashbomb stuff: instantiate an object
16 // which has an already setup RendFlash property on it
17 // (i.e. instantiate an archetype). Make that object
18 // be in the location you want the flashbomb to be.
19 // Then call the following function, and pass in how
20 // intense you want the effect to be on the player;
21 // 1.0 is the full effect, and 0.0 is no effect (the
22 // world is always effected as determined by the property
24 EXTERN
void startFlashbombRender(ObjID obj
, float intensity
);
26 // used by the renderer to determine overlay effect and
27 // to update the worldrep lighting
28 EXTERN
float compute_flashbomb_effects(uchar
*rgb
);
31 EXTERN BOOL
RendFlashPropInit(void);
32 EXTERN
void RendFlashPropShutdown(void);
35 typedef struct FlashbombRender FlashbombRender
;
37 #define PROP_REND_FLASH_NAME "RenderFlash"
40 #define INTERFACE IRendFlashProperty
41 DECLARE_PROPERTY_INTERFACE(IRendFlashProperty
)
43 DECLARE_UNKNOWN_PURE();
44 DECLARE_PROPERTY_PURE();
45 DECLARE_PROPERTY_ACCESSORS(FlashbombRender
*);